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GenoTerra - The finished prototype.

Mnenad

Prototype is ready! But I can now proudly announce that a playable prototype for the video game GenoTerra is finished (and I graduated with the Master in Design *yay*). The idea of a helping instance was indeed present in a very early stage of the concept. Watch the new trailer for GenoTerra right here: 96. The Mechanik II.

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When it comes to copy writing (for press and pitches) forget the fluff and start to BLUF

PreMortem.Games

” does not give them same context as “In playtests we found that a turn-based paradigm fits the prototype best, which answers questions raised about the prototype’s gameplay last week.” For any e-mail relating to sales, pitching, or decision-making, try using the concepts of BLUF.

Writing 104
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Solo dev Jonathan Barbosa Dijkstra “Learning new skills is a great motivator”

PreMortem.Games

All this before there’s ever any playtesting done. It usually starts with a ‘think pad’, which is basically just a google doc where I write down anything to do with a specific game concept. If I’m happy with this design, I’ll prototype it and test that prototype. I realized I missed this aspect a lot.

Dev 104
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A Beginner’s Guide to Multiplayer Game Development

iXie gaming

Here’s a quick overview of the entire process of developing multiplayer games, from pre-production to post-release: Concept and Design  Like any other game, the journey of building a multiplayer game starts by creating the game concept. Through prototyping, you can identify possible issues early.

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How to Work in a Team in the Board Game Industry

Brand Game Development

Sarah: It was also in 2013 that we met Ben and were playtesters for his game Tower , which he launched on Kickstarter early in 2014. Along with handling all the business, Ben has playtested and helped develop our designs. Will: I know for me personally, projects are a big concept. Will was also lead story writer for Tower.

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Double Fine PsychOdyssey recaps / viewing guide, episodes 01-17

Radiator Blog

It shows the everyday work of medium-scale commercial game dev in unprecedented detail: the creative high of successful collaboration as well as the ugly prototypes, grueling bug fixes, and painful miscommunication. Honestly the concept doesn't make much sense to me, but anyway they pause everything to prepare for Amnesia Fortnight.

Art 59
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Solo dev Almar works on debut game Repunk “I’ve had some darker moments”

PreMortem.Games

I usually start with a location or concept from which I build a ‘mind map’. This finally leads me to prototyping and validation. I definitely recommend getting feedback from external playtesters at each step “On each one of those steps I end up having one or more concrete ‘products’. What’s your creative process? “My

Dev 156